I like the little animation you have for explaining Sentinel Droid :P.

With MDPS now, i think the option that I'd use now is Tank him on the middle platform and make sure the MDPS/Healer that gets the marker runs to the outside to drop a ball.

Effectively combines the best of both worlds in that the DPS can interrupt Incinerate and the Tank doesn't have to move.

Relies on everyone being on their feet though.

EDIT:

Further stuff that could be tweaked:

Lorrick

- The Tank can LOS kite behind the Tank during "I have a few tricks up my sleeve", as long as he has aggro (taunt him beforehand) you can run around the Tank and make sure Lorrick can't see you... this lets MDPS still wail on him and means you're less likely to get him by him simply spinning (since he doesn't throw them if he can't see you).

- Alternatively one of our Tanks simply strafes him (so goes one way unti lhe throws, then instantly changes direction). This leaves him facing one direction so the DPS don't have to worry.

- I wouldn't recommend moving as a group for the Green goop... since it's a stacking DoT and it's thrown out on the other party members, having multiple AoEs thrown on you get hit with multiple stacks more easily.

Finnaly got it to work and nice job on it. The only thing I would point out with it is duing phase 2 where you stated "During Lorricks 'mutatation' everyone should run back to the door they entered". There has been multiple times where I have seen tanks do this and as a result, Lorrick decides to reset himself back to his starting position and at full health during the fight. The worst one I saw was when we got him down to about 5% and he reset himself. My suggestion would be to head to the other side of the room over by Kolto Tank 1 and have it tanked at the Red Door. I have yet to see Lorrick reset from that position.

Finnaly got it to work and nice job on it. The only thing I would point out with it is duing phase 2 where you stated "During Lorricks 'mutatation' everyone should run back to the door they entered". There has been multiple times where I have seen tanks do this and as a result, Lorrick decides to reset himself back to his starting position and at full health during the fight. The worst one I saw was when we got him down to about 5% and he reset himself. My suggestion would be to head to the other side of the room over by Kolto Tank 1 and have it tanked at the Red Door. I have yet to see Lorrick reset from that position.

Or just run to the closest wall you have... it doesn't really matter where he's Tanked so long as you have your back to a wall.

There has been multiple times where I have seen tanks do this and as a result, Lorrick decides to reset himself back to his starting position and at full health during the fight. [~] My suggestion would be to [~] have it tanked at the Red Door. I have yet to see Lorrick reset from that position.

Awesome, I'll add that in; thanks!

Quote:
Originally Posted by vdbswong

I like the little animation you have for explaining Sentinel Droid :P.

Thanks =P

Quote:
Originally Posted by vdbswong

With MDPS now, i think the option that I'd use now is Tank him on the middle platform and make sure the MDPS/Healer that gets the marker runs to the outside to drop a ball.

That's certainly an option; but I think it adds another unnecessary 'element' to the fight for people learning/starting out.
I think it's already difficult enough for everyone with incinerate... I've also hinted at it by saying 'in 1.4, people can move away from the group when they recieve the white AOE' (or something along those lines)

Quote:
Originally Posted by vdbswong

The Tank can LOS kite behind the Tank during "I have a few tricks up my sleeve", as long as he has aggro (taunt him beforehand) you can run around the Tank and make sure Lorrick can't see you...[~] this lets MDPS still wail on him and means you're less likely to get hit by him simply spinning
- Alternatively one of our Tanks simply strafes him (so goes one way unti lhe throws, then instantly changes direction). This leaves him facing one direction so the DPS don't have to worry.

Quote:

Awesome, didn't know that, thanks - I'll add it in

I wouldn't recommend moving as a group for the Green goop... since it's a stacking DoT and it's thrown out on the other party members, having multiple AoEs thrown on you get hit with multiple stacks more easily.

I was sitting here thinking that I haven't seen anyone from Death Dealers for quite a while... until I remembered I haven't played my imp characters for a long time. Doh.

Unless I missed it when I was reading, Lorrick's second phase (40% to 10%) seems noticeably absent from the guide. It's pretty straightforward to be sure (KB/CC adds, interrupt Ravage) but I would still think it warrants a mention.

The only other thing I can think to add is that if you overgear it a decent bit, you can three-man it

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The statements and opinions expressed on these websites are solely those of their respective authors and do not necessarily reflect the views, nor are they endorsed by Bioware, LucasArts, and its licensors do not guarantee the accuracy of, and are in no way responsible for any content on these websites.